1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
|
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* solveConstraintRowsCL =
"/*\n"
"Copyright (c) 2013 Advanced Micro Devices, Inc. \n"
"This software is provided 'as-is', without any express or implied warranty.\n"
"In no event will the authors be held liable for any damages arising from the use of this software.\n"
"Permission is granted to anyone to use this software for any purpose, \n"
"including commercial applications, and to alter it and redistribute it freely, \n"
"subject to the following restrictions:\n"
"1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.\n"
"2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.\n"
"3. This notice may not be removed or altered from any source distribution.\n"
"*/\n"
"//Originally written by Erwin Coumans\n"
"#define B3_CONSTRAINT_FLAG_ENABLED 1\n"
"#define B3_GPU_POINT2POINT_CONSTRAINT_TYPE 3\n"
"#define B3_GPU_FIXED_CONSTRAINT_TYPE 4\n"
"#define MOTIONCLAMP 100000 //unused, for debugging/safety in case constraint solver fails\n"
"#define B3_INFINITY 1e30f\n"
"#define mymake_float4 (float4)\n"
"__inline float dot3F4(float4 a, float4 b)\n"
"{\n"
" float4 a1 = mymake_float4(a.xyz,0.f);\n"
" float4 b1 = mymake_float4(b.xyz,0.f);\n"
" return dot(a1, b1);\n"
"}\n"
"typedef float4 Quaternion;\n"
"typedef struct\n"
"{\n"
" float4 m_row[3];\n"
"}Matrix3x3;\n"
"__inline\n"
"float4 mtMul1(Matrix3x3 a, float4 b);\n"
"__inline\n"
"float4 mtMul3(float4 a, Matrix3x3 b);\n"
"__inline\n"
"float4 mtMul1(Matrix3x3 a, float4 b)\n"
"{\n"
" float4 ans;\n"
" ans.x = dot3F4( a.m_row[0], b );\n"
" ans.y = dot3F4( a.m_row[1], b );\n"
" ans.z = dot3F4( a.m_row[2], b );\n"
" ans.w = 0.f;\n"
" return ans;\n"
"}\n"
"__inline\n"
"float4 mtMul3(float4 a, Matrix3x3 b)\n"
"{\n"
" float4 colx = mymake_float4(b.m_row[0].x, b.m_row[1].x, b.m_row[2].x, 0);\n"
" float4 coly = mymake_float4(b.m_row[0].y, b.m_row[1].y, b.m_row[2].y, 0);\n"
" float4 colz = mymake_float4(b.m_row[0].z, b.m_row[1].z, b.m_row[2].z, 0);\n"
" float4 ans;\n"
" ans.x = dot3F4( a, colx );\n"
" ans.y = dot3F4( a, coly );\n"
" ans.z = dot3F4( a, colz );\n"
" return ans;\n"
"}\n"
"typedef struct\n"
"{\n"
" Matrix3x3 m_invInertiaWorld;\n"
" Matrix3x3 m_initInvInertia;\n"
"} BodyInertia;\n"
"typedef struct\n"
"{\n"
" Matrix3x3 m_basis;//orientation\n"
" float4 m_origin;//transform\n"
"}b3Transform;\n"
"typedef struct\n"
"{\n"
"// b3Transform m_worldTransformUnused;\n"
" float4 m_deltaLinearVelocity;\n"
" float4 m_deltaAngularVelocity;\n"
" float4 m_angularFactor;\n"
" float4 m_linearFactor;\n"
" float4 m_invMass;\n"
" float4 m_pushVelocity;\n"
" float4 m_turnVelocity;\n"
" float4 m_linearVelocity;\n"
" float4 m_angularVelocity;\n"
" union \n"
" {\n"
" void* m_originalBody;\n"
" int m_originalBodyIndex;\n"
" };\n"
" int padding[3];\n"
"} b3GpuSolverBody;\n"
"typedef struct\n"
"{\n"
" float4 m_pos;\n"
" Quaternion m_quat;\n"
" float4 m_linVel;\n"
" float4 m_angVel;\n"
" unsigned int m_shapeIdx;\n"
" float m_invMass;\n"
" float m_restituitionCoeff;\n"
" float m_frictionCoeff;\n"
"} b3RigidBodyCL;\n"
"typedef struct\n"
"{\n"
" float4 m_relpos1CrossNormal;\n"
" float4 m_contactNormal;\n"
" float4 m_relpos2CrossNormal;\n"
" //float4 m_contactNormal2;//usually m_contactNormal2 == -m_contactNormal\n"
" float4 m_angularComponentA;\n"
" float4 m_angularComponentB;\n"
" \n"
" float m_appliedPushImpulse;\n"
" float m_appliedImpulse;\n"
" int m_padding1;\n"
" int m_padding2;\n"
" float m_friction;\n"
" float m_jacDiagABInv;\n"
" float m_rhs;\n"
" float m_cfm;\n"
" \n"
" float m_lowerLimit;\n"
" float m_upperLimit;\n"
" float m_rhsPenetration;\n"
" int m_originalConstraint;\n"
" int m_overrideNumSolverIterations;\n"
" int m_frictionIndex;\n"
" int m_solverBodyIdA;\n"
" int m_solverBodyIdB;\n"
"} b3SolverConstraint;\n"
"typedef struct \n"
"{\n"
" int m_bodyAPtrAndSignBit;\n"
" int m_bodyBPtrAndSignBit;\n"
" int m_originalConstraintIndex;\n"
" int m_batchId;\n"
"} b3BatchConstraint;\n"
"typedef struct \n"
"{\n"
" int m_constraintType;\n"
" int m_rbA;\n"
" int m_rbB;\n"
" float m_breakingImpulseThreshold;\n"
" float4 m_pivotInA;\n"
" float4 m_pivotInB;\n"
" Quaternion m_relTargetAB;\n"
" int m_flags;\n"
" int m_padding[3];\n"
"} b3GpuGenericConstraint;\n"
"/*b3Transform getWorldTransform(b3RigidBodyCL* rb)\n"
"{\n"
" b3Transform newTrans;\n"
" newTrans.setOrigin(rb->m_pos);\n"
" newTrans.setRotation(rb->m_quat);\n"
" return newTrans;\n"
"}*/\n"
"__inline\n"
"float4 cross3(float4 a, float4 b)\n"
"{\n"
" return cross(a,b);\n"
"}\n"
"__inline\n"
"float4 fastNormalize4(float4 v)\n"
"{\n"
" v = mymake_float4(v.xyz,0.f);\n"
" return fast_normalize(v);\n"
"}\n"
"__inline\n"
"Quaternion qtMul(Quaternion a, Quaternion b);\n"
"__inline\n"
"Quaternion qtNormalize(Quaternion in);\n"
"__inline\n"
"float4 qtRotate(Quaternion q, float4 vec);\n"
"__inline\n"
"Quaternion qtInvert(Quaternion q);\n"
"__inline\n"
"Quaternion qtMul(Quaternion a, Quaternion b)\n"
"{\n"
" Quaternion ans;\n"
" ans = cross3( a, b );\n"
" ans += a.w*b+b.w*a;\n"
"// ans.w = a.w*b.w - (a.x*b.x+a.y*b.y+a.z*b.z);\n"
" ans.w = a.w*b.w - dot3F4(a, b);\n"
" return ans;\n"
"}\n"
"__inline\n"
"Quaternion qtNormalize(Quaternion in)\n"
"{\n"
" return fastNormalize4(in);\n"
"// in /= length( in );\n"
"// return in;\n"
"}\n"
"__inline\n"
"float4 qtRotate(Quaternion q, float4 vec)\n"
"{\n"
" Quaternion qInv = qtInvert( q );\n"
" float4 vcpy = vec;\n"
" vcpy.w = 0.f;\n"
" float4 out = qtMul(qtMul(q,vcpy),qInv);\n"
" return out;\n"
"}\n"
"__inline\n"
"Quaternion qtInvert(Quaternion q)\n"
"{\n"
" return (Quaternion)(-q.xyz, q.w);\n"
"}\n"
"__inline void internalApplyImpulse(__global b3GpuSolverBody* body, float4 linearComponent, float4 angularComponent,float impulseMagnitude)\n"
"{\n"
" body->m_deltaLinearVelocity += linearComponent*impulseMagnitude*body->m_linearFactor;\n"
" body->m_deltaAngularVelocity += angularComponent*(impulseMagnitude*body->m_angularFactor);\n"
"}\n"
"void resolveSingleConstraintRowGeneric(__global b3GpuSolverBody* body1, __global b3GpuSolverBody* body2, __global b3SolverConstraint* c)\n"
"{\n"
" float deltaImpulse = c->m_rhs-c->m_appliedImpulse*c->m_cfm;\n"
" float deltaVel1Dotn = dot3F4(c->m_contactNormal,body1->m_deltaLinearVelocity) + dot3F4(c->m_relpos1CrossNormal,body1->m_deltaAngularVelocity);\n"
" float deltaVel2Dotn = -dot3F4(c->m_contactNormal,body2->m_deltaLinearVelocity) + dot3F4(c->m_relpos2CrossNormal,body2->m_deltaAngularVelocity);\n"
" deltaImpulse -= deltaVel1Dotn*c->m_jacDiagABInv;\n"
" deltaImpulse -= deltaVel2Dotn*c->m_jacDiagABInv;\n"
" float sum = c->m_appliedImpulse + deltaImpulse;\n"
" if (sum < c->m_lowerLimit)\n"
" {\n"
" deltaImpulse = c->m_lowerLimit-c->m_appliedImpulse;\n"
" c->m_appliedImpulse = c->m_lowerLimit;\n"
" }\n"
" else if (sum > c->m_upperLimit) \n"
" {\n"
" deltaImpulse = c->m_upperLimit-c->m_appliedImpulse;\n"
" c->m_appliedImpulse = c->m_upperLimit;\n"
" }\n"
" else\n"
" {\n"
" c->m_appliedImpulse = sum;\n"
" }\n"
" internalApplyImpulse(body1,c->m_contactNormal*body1->m_invMass,c->m_angularComponentA,deltaImpulse);\n"
" internalApplyImpulse(body2,-c->m_contactNormal*body2->m_invMass,c->m_angularComponentB,deltaImpulse);\n"
"}\n"
"__kernel void solveJointConstraintRows(__global b3GpuSolverBody* solverBodies,\n"
" __global b3BatchConstraint* batchConstraints,\n"
" __global b3SolverConstraint* rows,\n"
" __global unsigned int* numConstraintRowsInfo1, \n"
" __global unsigned int* rowOffsets,\n"
" __global b3GpuGenericConstraint* constraints,\n"
" int batchOffset,\n"
" int numConstraintsInBatch\n"
" )\n"
"{\n"
" int b = get_global_id(0);\n"
" if (b>=numConstraintsInBatch)\n"
" return;\n"
" __global b3BatchConstraint* c = &batchConstraints[b+batchOffset];\n"
" int originalConstraintIndex = c->m_originalConstraintIndex;\n"
" if (constraints[originalConstraintIndex].m_flags&B3_CONSTRAINT_FLAG_ENABLED)\n"
" {\n"
" int numConstraintRows = numConstraintRowsInfo1[originalConstraintIndex];\n"
" int rowOffset = rowOffsets[originalConstraintIndex];\n"
" for (int jj=0;jj<numConstraintRows;jj++)\n"
" {\n"
" __global b3SolverConstraint* constraint = &rows[rowOffset+jj];\n"
" resolveSingleConstraintRowGeneric(&solverBodies[constraint->m_solverBodyIdA],&solverBodies[constraint->m_solverBodyIdB],constraint);\n"
" }\n"
" }\n"
"};\n"
"__kernel void initSolverBodies(__global b3GpuSolverBody* solverBodies,__global b3RigidBodyCL* bodiesCL, int numBodies)\n"
"{\n"
" int i = get_global_id(0);\n"
" if (i>=numBodies)\n"
" return;\n"
" __global b3GpuSolverBody* solverBody = &solverBodies[i];\n"
" __global b3RigidBodyCL* bodyCL = &bodiesCL[i];\n"
" solverBody->m_deltaLinearVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
" solverBody->m_deltaAngularVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
" solverBody->m_pushVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
" solverBody->m_pushVelocity = (float4)(0.f,0.f,0.f,0.f);\n"
" solverBody->m_invMass = (float4)(bodyCL->m_invMass,bodyCL->m_invMass,bodyCL->m_invMass,0.f);\n"
" solverBody->m_originalBodyIndex = i;\n"
" solverBody->m_angularFactor = (float4)(1,1,1,0);\n"
" solverBody->m_linearFactor = (float4) (1,1,1,0);\n"
" solverBody->m_linearVelocity = bodyCL->m_linVel;\n"
" solverBody->m_angularVelocity = bodyCL->m_angVel;\n"
"}\n"
"__kernel void breakViolatedConstraintsKernel(__global b3GpuGenericConstraint* constraints, __global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, __global b3SolverConstraint* rows, int numConstraints)\n"
"{\n"
" int cid = get_global_id(0);\n"
" if (cid>=numConstraints)\n"
" return;\n"
" int numRows = numConstraintRows[cid];\n"
" if (numRows)\n"
" {\n"
" for (int i=0;i<numRows;i++)\n"
" {\n"
" int rowIndex = rowOffsets[cid]+i;\n"
" float breakingThreshold = constraints[cid].m_breakingImpulseThreshold;\n"
" if (fabs(rows[rowIndex].m_appliedImpulse) >= breakingThreshold)\n"
" {\n"
" constraints[cid].m_flags =0;//&= ~B3_CONSTRAINT_FLAG_ENABLED;\n"
" }\n"
" }\n"
" }\n"
"}\n"
"__kernel void getInfo1Kernel(__global unsigned int* infos, __global b3GpuGenericConstraint* constraints, int numConstraints)\n"
"{\n"
" int i = get_global_id(0);\n"
" if (i>=numConstraints)\n"
" return;\n"
" __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
" switch (constraint->m_constraintType)\n"
" {\n"
" case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
" {\n"
" infos[i] = 3;\n"
" break;\n"
" }\n"
" case B3_GPU_FIXED_CONSTRAINT_TYPE:\n"
" {\n"
" infos[i] = 6;\n"
" break;\n"
" }\n"
" default:\n"
" {\n"
" }\n"
" }\n"
"}\n"
"__kernel void initBatchConstraintsKernel(__global unsigned int* numConstraintRows, __global unsigned int* rowOffsets, \n"
" __global b3BatchConstraint* batchConstraints, \n"
" __global b3GpuGenericConstraint* constraints,\n"
" __global b3RigidBodyCL* bodies,\n"
" int numConstraints)\n"
"{\n"
" int i = get_global_id(0);\n"
" if (i>=numConstraints)\n"
" return;\n"
" int rbA = constraints[i].m_rbA;\n"
" int rbB = constraints[i].m_rbB;\n"
" batchConstraints[i].m_bodyAPtrAndSignBit = bodies[rbA].m_invMass != 0.f ? rbA : -rbA;\n"
" batchConstraints[i].m_bodyBPtrAndSignBit = bodies[rbB].m_invMass != 0.f ? rbB : -rbB;\n"
" batchConstraints[i].m_batchId = -1;\n"
" batchConstraints[i].m_originalConstraintIndex = i;\n"
"}\n"
"typedef struct\n"
"{\n"
" // integrator parameters: frames per second (1/stepsize), default error\n"
" // reduction parameter (0..1).\n"
" float fps,erp;\n"
" // for the first and second body, pointers to two (linear and angular)\n"
" // n*3 jacobian sub matrices, stored by rows. these matrices will have\n"
" // been initialized to 0 on entry. if the second body is zero then the\n"
" // J2xx pointers may be 0.\n"
" union \n"
" {\n"
" __global float4* m_J1linearAxisFloat4;\n"
" __global float* m_J1linearAxis;\n"
" };\n"
" union\n"
" {\n"
" __global float4* m_J1angularAxisFloat4;\n"
" __global float* m_J1angularAxis;\n"
" };\n"
" union\n"
" {\n"
" __global float4* m_J2linearAxisFloat4;\n"
" __global float* m_J2linearAxis;\n"
" };\n"
" union\n"
" {\n"
" __global float4* m_J2angularAxisFloat4;\n"
" __global float* m_J2angularAxis;\n"
" };\n"
" // elements to jump from one row to the next in J's\n"
" int rowskip;\n"
" // right hand sides of the equation J*v = c + cfm * lambda. cfm is the\n"
" // \"constraint force mixing\" vector. c is set to zero on entry, cfm is\n"
" // set to a constant value (typically very small or zero) value on entry.\n"
" __global float* m_constraintError;\n"
" __global float* cfm;\n"
" // lo and hi limits for variables (set to -/+ infinity on entry).\n"
" __global float* m_lowerLimit;\n"
" __global float* m_upperLimit;\n"
" // findex vector for variables. see the LCP solver interface for a\n"
" // description of what this does. this is set to -1 on entry.\n"
" // note that the returned indexes are relative to the first index of\n"
" // the constraint.\n"
" __global int *findex;\n"
" // number of solver iterations\n"
" int m_numIterations;\n"
" //damping of the velocity\n"
" float m_damping;\n"
"} b3GpuConstraintInfo2;\n"
"void getSkewSymmetricMatrix(float4 vecIn, __global float4* v0,__global float4* v1,__global float4* v2)\n"
"{\n"
" *v0 = (float4)(0. ,-vecIn.z ,vecIn.y,0.f);\n"
" *v1 = (float4)(vecIn.z ,0. ,-vecIn.x,0.f);\n"
" *v2 = (float4)(-vecIn.y ,vecIn.x ,0.f,0.f);\n"
"}\n"
"void getInfo2Point2Point(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies)\n"
"{\n"
" float4 posA = bodies[constraint->m_rbA].m_pos;\n"
" Quaternion rotA = bodies[constraint->m_rbA].m_quat;\n"
" float4 posB = bodies[constraint->m_rbB].m_pos;\n"
" Quaternion rotB = bodies[constraint->m_rbB].m_quat;\n"
" // anchor points in global coordinates with respect to body PORs.\n"
" \n"
" // set jacobian\n"
" info->m_J1linearAxis[0] = 1;\n"
" info->m_J1linearAxis[info->rowskip+1] = 1;\n"
" info->m_J1linearAxis[2*info->rowskip+2] = 1;\n"
" float4 a1 = qtRotate(rotA,constraint->m_pivotInA);\n"
" {\n"
" __global float4* angular0 = (__global float4*)(info->m_J1angularAxis);\n"
" __global float4* angular1 = (__global float4*)(info->m_J1angularAxis+info->rowskip);\n"
" __global float4* angular2 = (__global float4*)(info->m_J1angularAxis+2*info->rowskip);\n"
" float4 a1neg = -a1;\n"
" getSkewSymmetricMatrix(a1neg,angular0,angular1,angular2);\n"
" }\n"
" if (info->m_J2linearAxis)\n"
" {\n"
" info->m_J2linearAxis[0] = -1;\n"
" info->m_J2linearAxis[info->rowskip+1] = -1;\n"
" info->m_J2linearAxis[2*info->rowskip+2] = -1;\n"
" }\n"
" \n"
" float4 a2 = qtRotate(rotB,constraint->m_pivotInB);\n"
" \n"
" {\n"
" // float4 a2n = -a2;\n"
" __global float4* angular0 = (__global float4*)(info->m_J2angularAxis);\n"
" __global float4* angular1 = (__global float4*)(info->m_J2angularAxis+info->rowskip);\n"
" __global float4* angular2 = (__global float4*)(info->m_J2angularAxis+2*info->rowskip);\n"
" getSkewSymmetricMatrix(a2,angular0,angular1,angular2);\n"
" }\n"
" \n"
" // set right hand side\n"
"// float currERP = (m_flags & B3_P2P_FLAGS_ERP) ? m_erp : info->erp;\n"
" float currERP = info->erp;\n"
" float k = info->fps * currERP;\n"
" int j;\n"
" float4 result = a2 + posB - a1 - posA;\n"
" float* resultPtr = &result;\n"
" for (j=0; j<3; j++)\n"
" {\n"
" info->m_constraintError[j*info->rowskip] = k * (resultPtr[j]);\n"
" }\n"
"}\n"
"Quaternion nearest( Quaternion first, Quaternion qd)\n"
"{\n"
" Quaternion diff,sum;\n"
" diff = first- qd;\n"
" sum = first + qd;\n"
" \n"
" if( dot(diff,diff) < dot(sum,sum) )\n"
" return qd;\n"
" return (-qd);\n"
"}\n"
"float b3Acos(float x) \n"
"{ \n"
" if (x<-1) \n"
" x=-1; \n"
" if (x>1) \n"
" x=1;\n"
" return acos(x); \n"
"}\n"
"float getAngle(Quaternion orn)\n"
"{\n"
" if (orn.w>=1.f)\n"
" orn.w=1.f;\n"
" float s = 2.f * b3Acos(orn.w);\n"
" return s;\n"
"}\n"
"void calculateDiffAxisAngleQuaternion( Quaternion orn0,Quaternion orn1a,float4* axis,float* angle)\n"
"{\n"
" Quaternion orn1 = nearest(orn0,orn1a);\n"
" \n"
" Quaternion dorn = qtMul(orn1,qtInvert(orn0));\n"
" *angle = getAngle(dorn);\n"
" *axis = (float4)(dorn.x,dorn.y,dorn.z,0.f);\n"
" \n"
" //check for axis length\n"
" float len = dot3F4(*axis,*axis);\n"
" if (len < FLT_EPSILON*FLT_EPSILON)\n"
" *axis = (float4)(1,0,0,0);\n"
" else\n"
" *axis /= sqrt(len);\n"
"}\n"
"void getInfo2FixedOrientation(__global b3GpuGenericConstraint* constraint,b3GpuConstraintInfo2* info,__global b3RigidBodyCL* bodies, int start_row)\n"
"{\n"
" Quaternion worldOrnA = bodies[constraint->m_rbA].m_quat;\n"
" Quaternion worldOrnB = bodies[constraint->m_rbB].m_quat;\n"
" int s = info->rowskip;\n"
" int start_index = start_row * s;\n"
" // 3 rows to make body rotations equal\n"
" info->m_J1angularAxis[start_index] = 1;\n"
" info->m_J1angularAxis[start_index + s + 1] = 1;\n"
" info->m_J1angularAxis[start_index + s*2+2] = 1;\n"
" if ( info->m_J2angularAxis)\n"
" {\n"
" info->m_J2angularAxis[start_index] = -1;\n"
" info->m_J2angularAxis[start_index + s+1] = -1;\n"
" info->m_J2angularAxis[start_index + s*2+2] = -1;\n"
" }\n"
" \n"
" float currERP = info->erp;\n"
" float k = info->fps * currERP;\n"
" float4 diff;\n"
" float angle;\n"
" float4 qrelCur = qtMul(worldOrnA,qtInvert(worldOrnB));\n"
" \n"
" calculateDiffAxisAngleQuaternion(constraint->m_relTargetAB,qrelCur,&diff,&angle);\n"
" diff*=-angle;\n"
" \n"
" float* resultPtr = &diff;\n"
" \n"
" for (int j=0; j<3; j++)\n"
" {\n"
" info->m_constraintError[(3+j)*info->rowskip] = k * resultPtr[j];\n"
" }\n"
" \n"
"}\n"
"__kernel void writeBackVelocitiesKernel(__global b3RigidBodyCL* bodies,__global b3GpuSolverBody* solverBodies,int numBodies)\n"
"{\n"
" int i = get_global_id(0);\n"
" if (i>=numBodies)\n"
" return;\n"
" if (bodies[i].m_invMass)\n"
" {\n"
"// if (length(solverBodies[i].m_deltaLinearVelocity)<MOTIONCLAMP)\n"
" {\n"
" bodies[i].m_linVel += solverBodies[i].m_deltaLinearVelocity;\n"
" }\n"
"// if (length(solverBodies[i].m_deltaAngularVelocity)<MOTIONCLAMP)\n"
" {\n"
" bodies[i].m_angVel += solverBodies[i].m_deltaAngularVelocity;\n"
" } \n"
" }\n"
"}\n"
"__kernel void getInfo2Kernel(__global b3SolverConstraint* solverConstraintRows, \n"
" __global unsigned int* infos, \n"
" __global unsigned int* constraintRowOffsets, \n"
" __global b3GpuGenericConstraint* constraints, \n"
" __global b3BatchConstraint* batchConstraints, \n"
" __global b3RigidBodyCL* bodies,\n"
" __global BodyInertia* inertias,\n"
" __global b3GpuSolverBody* solverBodies,\n"
" float timeStep,\n"
" float globalErp,\n"
" float globalCfm,\n"
" float globalDamping,\n"
" int globalNumIterations,\n"
" int numConstraints)\n"
"{\n"
" int i = get_global_id(0);\n"
" if (i>=numConstraints)\n"
" return;\n"
" \n"
" //for now, always initialize the batch info\n"
" int info1 = infos[i];\n"
" \n"
" __global b3SolverConstraint* currentConstraintRow = &solverConstraintRows[constraintRowOffsets[i]];\n"
" __global b3GpuGenericConstraint* constraint = &constraints[i];\n"
" __global b3RigidBodyCL* rbA = &bodies[ constraint->m_rbA];\n"
" __global b3RigidBodyCL* rbB = &bodies[ constraint->m_rbB];\n"
" int solverBodyIdA = constraint->m_rbA;\n"
" int solverBodyIdB = constraint->m_rbB;\n"
" __global b3GpuSolverBody* bodyAPtr = &solverBodies[solverBodyIdA];\n"
" __global b3GpuSolverBody* bodyBPtr = &solverBodies[solverBodyIdB];\n"
" if (rbA->m_invMass)\n"
" {\n"
" batchConstraints[i].m_bodyAPtrAndSignBit = solverBodyIdA;\n"
" } else\n"
" {\n"
"// if (!solverBodyIdA)\n"
"// m_staticIdx = 0;\n"
" batchConstraints[i].m_bodyAPtrAndSignBit = -solverBodyIdA;\n"
" }\n"
" if (rbB->m_invMass)\n"
" {\n"
" batchConstraints[i].m_bodyBPtrAndSignBit = solverBodyIdB;\n"
" } else\n"
" {\n"
"// if (!solverBodyIdB)\n"
"// m_staticIdx = 0;\n"
" batchConstraints[i].m_bodyBPtrAndSignBit = -solverBodyIdB;\n"
" }\n"
" if (info1)\n"
" {\n"
" int overrideNumSolverIterations = 0;//constraint->getOverrideNumSolverIterations() > 0 ? constraint->getOverrideNumSolverIterations() : infoGlobal.m_numIterations;\n"
"// if (overrideNumSolverIterations>m_maxOverrideNumSolverIterations)\n"
" // m_maxOverrideNumSolverIterations = overrideNumSolverIterations;\n"
" int j;\n"
" for ( j=0;j<info1;j++)\n"
" {\n"
"// memset(¤tConstraintRow[j],0,sizeof(b3SolverConstraint));\n"
" currentConstraintRow[j].m_angularComponentA = (float4)(0,0,0,0);\n"
" currentConstraintRow[j].m_angularComponentB = (float4)(0,0,0,0);\n"
" currentConstraintRow[j].m_appliedImpulse = 0.f;\n"
" currentConstraintRow[j].m_appliedPushImpulse = 0.f;\n"
" currentConstraintRow[j].m_cfm = 0.f;\n"
" currentConstraintRow[j].m_contactNormal = (float4)(0,0,0,0);\n"
" currentConstraintRow[j].m_friction = 0.f;\n"
" currentConstraintRow[j].m_frictionIndex = 0;\n"
" currentConstraintRow[j].m_jacDiagABInv = 0.f;\n"
" currentConstraintRow[j].m_lowerLimit = 0.f;\n"
" currentConstraintRow[j].m_upperLimit = 0.f;\n"
" currentConstraintRow[j].m_originalConstraint = i;\n"
" currentConstraintRow[j].m_overrideNumSolverIterations = 0;\n"
" currentConstraintRow[j].m_relpos1CrossNormal = (float4)(0,0,0,0);\n"
" currentConstraintRow[j].m_relpos2CrossNormal = (float4)(0,0,0,0);\n"
" currentConstraintRow[j].m_rhs = 0.f;\n"
" currentConstraintRow[j].m_rhsPenetration = 0.f;\n"
" currentConstraintRow[j].m_solverBodyIdA = 0;\n"
" currentConstraintRow[j].m_solverBodyIdB = 0;\n"
" \n"
" currentConstraintRow[j].m_lowerLimit = -B3_INFINITY;\n"
" currentConstraintRow[j].m_upperLimit = B3_INFINITY;\n"
" currentConstraintRow[j].m_appliedImpulse = 0.f;\n"
" currentConstraintRow[j].m_appliedPushImpulse = 0.f;\n"
" currentConstraintRow[j].m_solverBodyIdA = solverBodyIdA;\n"
" currentConstraintRow[j].m_solverBodyIdB = solverBodyIdB;\n"
" currentConstraintRow[j].m_overrideNumSolverIterations = overrideNumSolverIterations; \n"
" }\n"
" bodyAPtr->m_deltaLinearVelocity = (float4)(0,0,0,0);\n"
" bodyAPtr->m_deltaAngularVelocity = (float4)(0,0,0,0);\n"
" bodyAPtr->m_pushVelocity = (float4)(0,0,0,0);\n"
" bodyAPtr->m_turnVelocity = (float4)(0,0,0,0);\n"
" bodyBPtr->m_deltaLinearVelocity = (float4)(0,0,0,0);\n"
" bodyBPtr->m_deltaAngularVelocity = (float4)(0,0,0,0);\n"
" bodyBPtr->m_pushVelocity = (float4)(0,0,0,0);\n"
" bodyBPtr->m_turnVelocity = (float4)(0,0,0,0);\n"
" int rowskip = sizeof(b3SolverConstraint)/sizeof(float);//check this\n"
" \n"
" b3GpuConstraintInfo2 info2;\n"
" info2.fps = 1.f/timeStep;\n"
" info2.erp = globalErp;\n"
" info2.m_J1linearAxisFloat4 = ¤tConstraintRow->m_contactNormal;\n"
" info2.m_J1angularAxisFloat4 = ¤tConstraintRow->m_relpos1CrossNormal;\n"
" info2.m_J2linearAxisFloat4 = 0;\n"
" info2.m_J2angularAxisFloat4 = ¤tConstraintRow->m_relpos2CrossNormal;\n"
" info2.rowskip = sizeof(b3SolverConstraint)/sizeof(float);//check this\n"
" ///the size of b3SolverConstraint needs be a multiple of float\n"
"// b3Assert(info2.rowskip*sizeof(float)== sizeof(b3SolverConstraint));\n"
" info2.m_constraintError = ¤tConstraintRow->m_rhs;\n"
" currentConstraintRow->m_cfm = globalCfm;\n"
" info2.m_damping = globalDamping;\n"
" info2.cfm = ¤tConstraintRow->m_cfm;\n"
" info2.m_lowerLimit = ¤tConstraintRow->m_lowerLimit;\n"
" info2.m_upperLimit = ¤tConstraintRow->m_upperLimit;\n"
" info2.m_numIterations = globalNumIterations;\n"
" switch (constraint->m_constraintType)\n"
" {\n"
" case B3_GPU_POINT2POINT_CONSTRAINT_TYPE:\n"
" {\n"
" getInfo2Point2Point(constraint,&info2,bodies);\n"
" break;\n"
" }\n"
" case B3_GPU_FIXED_CONSTRAINT_TYPE:\n"
" {\n"
" getInfo2Point2Point(constraint,&info2,bodies);\n"
" getInfo2FixedOrientation(constraint,&info2,bodies,3);\n"
" break;\n"
" }\n"
" default:\n"
" {\n"
" }\n"
" }\n"
" ///finalize the constraint setup\n"
" for ( j=0;j<info1;j++)\n"
" {\n"
" __global b3SolverConstraint* solverConstraint = ¤tConstraintRow[j];\n"
" if (solverConstraint->m_upperLimit>=constraint->m_breakingImpulseThreshold)\n"
" {\n"
" solverConstraint->m_upperLimit = constraint->m_breakingImpulseThreshold;\n"
" }\n"
" if (solverConstraint->m_lowerLimit<=-constraint->m_breakingImpulseThreshold)\n"
" {\n"
" solverConstraint->m_lowerLimit = -constraint->m_breakingImpulseThreshold;\n"
" }\n"
"// solverConstraint->m_originalContactPoint = constraint;\n"
" \n"
" Matrix3x3 invInertiaWorldA= inertias[constraint->m_rbA].m_invInertiaWorld;\n"
" {\n"
" //float4 angularFactorA(1,1,1);\n"
" float4 ftorqueAxis1 = solverConstraint->m_relpos1CrossNormal;\n"
" solverConstraint->m_angularComponentA = mtMul1(invInertiaWorldA,ftorqueAxis1);//*angularFactorA;\n"
" }\n"
" \n"
" Matrix3x3 invInertiaWorldB= inertias[constraint->m_rbB].m_invInertiaWorld;\n"
" {\n"
" float4 ftorqueAxis2 = solverConstraint->m_relpos2CrossNormal;\n"
" solverConstraint->m_angularComponentB = mtMul1(invInertiaWorldB,ftorqueAxis2);//*constraint->m_rbB.getAngularFactor();\n"
" }\n"
" {\n"
" //it is ok to use solverConstraint->m_contactNormal instead of -solverConstraint->m_contactNormal\n"
" //because it gets multiplied iMJlB\n"
" float4 iMJlA = solverConstraint->m_contactNormal*rbA->m_invMass;\n"
" float4 iMJaA = mtMul3(solverConstraint->m_relpos1CrossNormal,invInertiaWorldA);\n"
" float4 iMJlB = solverConstraint->m_contactNormal*rbB->m_invMass;//sign of normal?\n"
" float4 iMJaB = mtMul3(solverConstraint->m_relpos2CrossNormal,invInertiaWorldB);\n"
" float sum = dot3F4(iMJlA,solverConstraint->m_contactNormal);\n"
" sum += dot3F4(iMJaA,solverConstraint->m_relpos1CrossNormal);\n"
" sum += dot3F4(iMJlB,solverConstraint->m_contactNormal);\n"
" sum += dot3F4(iMJaB,solverConstraint->m_relpos2CrossNormal);\n"
" float fsum = fabs(sum);\n"
" if (fsum>FLT_EPSILON)\n"
" {\n"
" solverConstraint->m_jacDiagABInv = 1.f/sum;\n"
" } else\n"
" {\n"
" solverConstraint->m_jacDiagABInv = 0.f;\n"
" }\n"
" }\n"
" ///fix rhs\n"
" ///todo: add force/torque accelerators\n"
" {\n"
" float rel_vel;\n"
" float vel1Dotn = dot3F4(solverConstraint->m_contactNormal,rbA->m_linVel) + dot3F4(solverConstraint->m_relpos1CrossNormal,rbA->m_angVel);\n"
" float vel2Dotn = -dot3F4(solverConstraint->m_contactNormal,rbB->m_linVel) + dot3F4(solverConstraint->m_relpos2CrossNormal,rbB->m_angVel);\n"
" rel_vel = vel1Dotn+vel2Dotn;\n"
" float restitution = 0.f;\n"
" float positionalError = solverConstraint->m_rhs;//already filled in by getConstraintInfo2\n"
" float velocityError = restitution - rel_vel * info2.m_damping;\n"
" float penetrationImpulse = positionalError*solverConstraint->m_jacDiagABInv;\n"
" float velocityImpulse = velocityError *solverConstraint->m_jacDiagABInv;\n"
" solverConstraint->m_rhs = penetrationImpulse+velocityImpulse;\n"
" solverConstraint->m_appliedImpulse = 0.f;\n"
" }\n"
" }\n"
" }\n"
"}\n";
|